Music Issue
#400 posted by Doriol on 2010/08/07 21:43:55
Sorry if this as been answered already; I don't want to look through 400 posts.
How exactly are you supposed to get the music to work? I saw a link posted somewhere of fitzquake with MP3 support, but sadly the link is dead.
Re: Music Issue
#401 posted by Doriol on 2010/08/07 21:49:15
I would also like to add that I do have a physical copy of Quake I, purchased about 14 years ago (god I feel old). I read on the Steam forums that the music should play if you have the CD in the CD drive while you play, though I'm not sure if that applies to fitzquake. I also tried mounting it to the E drive with Daemon Tools.
#402 posted by Spirit on 2010/08/07 22:36:03
It should play from the CD if you put it into the drive with the "highest" letter. So if you have 2 ROM drives F and G, you would put it into F. I am not sure if they need that ancient cd audio cable to the motherboard/soundcard or if those even exist anymore.
Re: Music Issue
#403 posted by Doriol on 2010/08/07 23:00:09
Whoops, my Daemon Tools virtual drive was D and Quake I was E. Going to disable the virtual drive and see if that fixes it. Thanks for the fast reply.
Re: Music Issue
#404 posted by Doriol on 2010/08/07 23:39:28
Yep, that solved it. Thanks.
Re: Music Issue
#405 posted by Doriol on 2010/08/08 03:46:39
Yay, another issue. The music doesn't loop. Has anyone else had this problem and/or have a solution?
I tried using fitzquake085_mp3.exe but I have the same problem as poster #326.
Thanks Necros
#406 posted by Spirit on 2010/08/08 20:58:31
profile during demo playback segfaults the engine.
#407 posted by Spirit on 2010/08/08 21:21:49
wait, that was 0.80.
Quakespasm works.
Also When Not Connected
#408 posted by negke on 2010/08/08 21:21:58
What's the purpose of the command anyway?
Re 406
#409 posted by necros on 2010/08/08 22:20:05
thanks for?
profile dumps stats on which progs functions are being called the most. you can use it to see which functions are using up the most cpu time and take measures to either make them simpler (thus requiring less calculations) or make the functions get called less often.
#410 posted by necros on 2010/08/08 22:21:51
#411 posted by Spirit on 2010/08/08 22:43:08
thanks for making me try that command.
Fitzquake Not Saving Config
#412 posted by Ether on 2010/08/12 22:51:10
Good Day folks, pleasure to see Quake enthusiasts are still alive and kicking, even if the golden era of the mapping scene has long died away.
Simply put, upon modifying console cvars such as "scr_conalpha, r_lerpmodels, r_shadows" Fitzquake won't save this settings upon exit. I've tried setting 'Savedgamecfg' to '1' but to my frustration no effect. Any assistance would be appreciated.
Thank you!
Gun Models Sit Below The HUD
#413 posted by Ether on 2010/08/12 22:56:31
This bug has always befuddled me but in both conventional GLquake and Fitzquake the weapon models appear from below the HUD rather than sit above it. Needless to say, it looks awkward and I've seen a YT vid of GLQuake where this problem does not occur
Ether
#414 posted by nitin on 2010/08/13 01:39:30
just put them in autoexec.cfg
Skin Trashed (ARWOP)
#415 posted by Baker on 2010/08/24 16:30:17
I thought this was fixed in FitzQuake 0.85 versus FitzQuake 0.80 but somehow it happened:
http://quake-1.com/docs/any/arwop_skin_trashed.jpg
Situation:
FitzQuake 0.85 on windows hosting a coop game in listen mode with maxplayers 2 playing ARWOP with other client being a QuakeSpasm client (not that I can see how that'd matter).
On ARWOP start map, other player's skin is fine but after advancing through changelevel teleporter to first ARWOP map, other player's skin is trashed.
#416 posted by necros on 2010/08/24 21:47:22
is this the heapsize thing? i had a problem with the player skin getting mangled (along with other textures) and solved it by increasing heapsize.
but your question leads me to believe this isn't the same thing.
#417 posted by mh on 2010/08/25 00:24:04
That looks more like a texture cache problem to me.
#418 posted by mh on 2010/08/25 00:31:19
More info: Fitz's texmgr uses CRC to identify matching textures, but CRC is horribly prone to collisions. RSA have published some nice public domain MD5 code that I would generally recommend be used instead.
5 Mousebutton Support
#419 posted by megalodonNL on 2010/08/25 22:16:17
I'd love to see 5 Mousebutton support being added to FitzQuake so I can use it as my default SP engine.
Ooo
#420 posted by necros on 2010/08/25 23:28:03
yeah, this! ^^^
well, actually if all engines supported more than just mouse 1-3 that'd be awesome. :)
Reason
#421 posted by megalodonNL on 2010/08/26 00:04:13
The reason for 5 MB support is that I have +/-attack aliases for the weapons. As far as I know, all good players, like speedrunners, need to be able to fire the correct weapon instantly, without having to cycle through them to select and then using another button to fire. That is just stupid and you'll never get good in Quake that way, you only think you are.
It's painful enough that there's no 'bestweapon' support, which is supported by ProQuake, JoeQuake, DarkPlaces and QRack, but it feels even more handycapped when I can't at least use the extra mouse buttons to create some simple aliases.
Yes, I know that there's this little group of people here that is against everything that's different from how Quake was in '96 in terms of movement and weapon scripts, but I'm bringing it up once more because if FitzQuake would have these things, it can become much more popular in the SP scene and people like myself would actually be interested in playing all these great looking maps (from the screenies it looks great).
If you wanna be oldschool yourselves, fine. But at least let people have the choice for THE shooting-experience that sets Q1 apart from the sequels...and perhaps all other FPS games for that matter.
http://quakeone.com/forums/quake-help/multiplayer/382-binds-weapon-switching.html
#422 posted by Spirit on 2010/08/26 08:27:53
Bah, you don't need such binds for singleplayer unless you are a pussy. Just like FOV 90 (or the widescreen equivalent) is fine.
Spirit
#423 posted by spy on 2010/08/26 15:55:03
fov 90 is evil
#424 posted by rj on 2010/08/26 18:11:40
Bah, you don't need such binds for singleplayer unless you are a pussy. Just like FOV 90 (or the widescreen equivalent) is fine.
bollocks on both counts
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